Background
Designed to give visual or audible cues to the user in response to in-game events, such as gaining buffs or debuffs. Types of cues range from simple texture displays to stack counters, timers to timer bars, and are fully user-configurable. Can be animated or have sounds attached as well.

How to Use
Tutorials will be written and linked here soon, stay tuned!

Reporting Issues
Go to the CurseForge site and Submit a Ticket. Please do not suggest features via the ticket system, and instead use our UserVoice forum.

If you do submit a ticket, we will reply if more information is requested. If no additional information is given in response, we will mark the ticket as Invalid. Feature suggestions are immediately marked invalid.

Feature Requests
There is a UserVoice forum for adding and discussing new features. Submit all feature requests here, but please do not duplicate requests. Duplicates will be exterminated. Painfully.

Looking for Help!
We're always looking for a helping hand. You don't need to be an expert coder to help us out, we've plenty of things that need people to oversee. Of course, knowing code has some benefits - ever wanted to get a feature implemented? Maybe fix a pesky bug that we said we'd fix two months ago? Now's your chance!

Full addon development / lua apprenticeship offered

Fix that pesky bug

Get that feature you always wanted working

Feel the satisfaction of giving something back

See your name in lights in the release notes!

Give a little or as much time as you can afford

Contact me here via a PM or email me sammackrill[AT]gmail.com.

Version 4.23

TOC bump to 4.3.

Bug Fixes:
Fixed an issue with linked auras where multiple auras in the chain are disabled. Probably.
Fixed a large amount of debuff ID types.
Fixed divide by zero issue with PowerAurasRole.lua, and any other possible issues with Health/Power type auras.
Fixed a possible issue with the stances dropdown not filling correctly.

Version 4.22

Additions:
Added Invert Timer support to Totems. That's right Shamans, I love you.
Limited Strata support has been patched in, there's no configuration element for this (it's unsupported). To change the strata either export an aura, modify the export string (add "strata:LOW;" to the end, replacing LOW with the desired strata) and reimport, or modify your saved variables.
Aura #182 was missing. This has been rectified.

Changes:
Fixed a bug with chat output when a sound file was loaded and played but the API said otherwise.
Aura glow defaults to off.
Updated tooltip for Pet Stance type.

Removals:
Removed some unused files.

Version 4.21

This release is 4.2 compatible.

Additions:
Added Pet Stance activation type, which will activate if your pet is in Aggressive/Assist/Defensive/Passive mode.

Changes:
Removed 4.1 compatibility code.
Minor changes to Blizzard options UI, to compensate for the ridiculously large amount of weight it put on.
Pulse animation (while not in Old Animations mode) has had some minor changes done to it, it is now similar to the Blizzard one in terms of scale and smooths a little bit differently. These changes have effectively fixed the animation to prevent animations flickering.

Bug Fixes:
Buffs and debuffs are now properly checked on the whole group.
Happiness auras are gone. Really now. If you had them, they'll be fixed, I PROMISE.
Aura exports should fail less.

Version 4.20

This version has the codename "Yo dawg I heard you like updates".

Bug Fixes:
Blizzard bumped the client version number in their most recent fast patch which triggered some 4.2 PTR compatibility code to activate, this in turn may have inadvertently broken Spell Alert auras. Hence the fix.

Version 4.19

Bug Fixes:

Holy Power should be working again, sorry guys. We didn't pick this up in the testing since there were no changes to the UI.

Version 4.18

Additions:

Higher quality versions of Blizzard's spell overlay textures have been included, as well as some new ones.

Changes:

Multiple default settings have been modified, including but not limited to Locked/Unlocked Auras, Not Resting and Allow Inspections.
The Pulse animation has had some improvements done to it behind the scenes. It's still broken as a result of the API changes.
Text Auras have had their animations forcefully disabled until Blizzard fixes the animation bugs.

Bug Fixes:

Players using Spell Cooldown auras for pet abilities should once again find that their auras do not need the friendly target condition to be met.
Spell Cooldown auras should no longer freak out if the spell is referenced as an ID number, but no longer exists.

This release is compatible with the 4.1 patch, it is not backwards compatible with the 4.0 client.

There are known issues with this release dealing with animations, these appear to be due to bugs within the animation API itself and the only known workaround is to switch on Old Animations.

ADDED: A new option is available which will adjust the behaviour of the export system, if you were experiencing a bug where your aura exports were empty then you should enable this as a workaround.
ADDED: Unit Match activation type. This is still a beta quality activation type and may not always perform as expected, please report any bugs through the ticket system on Curse.
ADDED: Couple more debuff ID's.
CHANGE: Action usable macro fix has been reverted, caused more issues than it solved.
REMOVED: Animation FPS slider, as Blizzard has dropped support for this.

Version 4.16a

FIX: Stacks work again, sorry guys!

Version 4.16

ADDED: Lots of class and engineering debuff ID's have been added, credit goes to Vaugn2 for assisting us greatly with this.
ADDED: Ability to track Buff Type.
ADDED: Stacks can now be displayed in their original sizing format - check the "Wider Digits" box to do so.
CHANGE: Export dialog will now display a reason for transfer failure.
CHANGE: Export dialog also now shows a timer, and correctly updates even if the dialog is closed.
FIX: Spell Alert now functions properly with procs such as Lava Surge!
FIX: Now works with the 4.1 PTR (there is an issue with animations on the PTR, use the Old Animations to bypass this).
FIX: Auras should now initialize correctly and hopefully will not require a reload to work properly.
FIX: Rare import bug regarding stacks has been corrected.

Version 4.14
==Meorawr==
FIX: Nil error on selecting custom texture checkbox.
FIX: Stacks now scale properly.
CHANGE: Stacks can now show absolutely any number of stacks - no limitation.

Version 4.13
FIX: nil error
UPDATE: Russian translations (thanks Владимир Средних)
==Meorawr==
FEATURE: Ingame aura sharing, use the export buttons and choose the player to send your aura/set to
FEATURE: Block incoming auras setting in ESC>>Interface>Addons>>PAC
CHANGE: Stacks can not show up-to 999
FIX: All sounds should now use the Master channel

Version 4.5
FEATURE: Can now track pet spell cool-downs via SpellCooldown aura
FEATURE: Spell alerts on instant spell can set the duration on the animation tab
FIX: Transparency on some auras
CHANGE: Mana and Health now have better default icons
FIX: Global sliders too long
FEATURE: Self PvP flag can now show timer
FIX: Do not show instant spells as interruptable

Hi,
can you please help me with one issue which i didnt solve? Is there way, how can I make 'aura' only for one specifict party member? (partymember1 etc..) Or is it possible to put it somewhere like eepanel thru child/parent?
and second.. is it possible to make aura visible when i cast that buff on somebody whos not in my target?

Originally posted by tenmiles I'm having trouble getting an aura to display when victory rush is available. I have Custom Textures checked and the texture set to "Victory Rush" and it displays the approprate icon next to it. I have activation by "Action Usable" and the first (long) text box says "Victory Rush". Ignore Uppercase is checked, nothing else is checked. If I check "Show when not active" it displays the icon when I can't cast it and removes it when I can, but when it's unchecked (logically the inverse?) it doesn't appear ever.

Are you using an actionbar addon that creates virtual buttons?
For "action usable" trigger to work the ability to check must be on one of the default actionbar buttons.
(doesn't have to be a visible one but it has to be on one of the default actionbars somewhere)

Other than that I can't think of anything.
Your setup appears to be correct.
I have a victory rush aura with the same settings myself and no problems with it.

Btw, if you want to use the ability texture,
you can just use the checkbox near the buffname editbox "use own texture",
don't have to setup a custom texture for it.

I'm having trouble getting an aura to display when victory rush is available. I have Custom Textures checked and the texture set to "Victory Rush" and it displays the approprate icon next to it. I have activation by "Action Usable" and the first (long) text box says "Victory Rush". Ignore Uppercase is checked, nothing else is checked. If I check "Show when not active" it displays the icon when I can't cast it and removes it when I can, but when it's unchecked (logically the inverse?) it doesn't appear ever.

I'm in the process of updating the included manual of the addon but until that's done
here's a few notes on two of the recent feature additions:

Combining Aura checks:
This is done by using the multiple auras extra field that was added as an editbox
in the Aura Editor frame (bottom half just under the buffname editbox).
When you enter the ids of other Auras there, their conditions are evaluated
as part of the "master" aura.

The ID of any Aura can be found by mouseovering the Aura icon at the main editor
(where all the different auras are listed).
It will be the number between brackets on the first line of the tooltip.

Multiple "child" auras to be checked can be entered as 'xx/yy/zz'
(Aura IDs separated by '/')

Child Auras will still be evaluated if you choose to turn their display "OFF".
(shift-clicking their icon in the main editor like the tooltip says)
This would be the preferred method of having only one aura graphic displayed when setting up multiple condition auras.
(turn off the display of all child auras - the ones who's IDs you entered in the main aura)

'AND' conditions are the default state.
"Display x Aura only if y and z would also be active".

'NOT' conditions can be achieved by using the "when not active" checkbox on child auras.
"Display x Aura if x is happening but NOT y" type of condition.

'OR' conditions are done the traditional way
(make a standalone Aura with the same visual setting and separate activation triggers)

An example follows if you found this a bit confusing
(borrowing borbies's request from user comments)

Example
borbies: "I want an aura to display when I'm below 20% mana AND not in Aspect of the Viper.
I want another aura to display when I'm above 40% mana AND not in Aspect of the Hawk".

1. Make two "child" auras:
- Activation: Buff, Buffname: "Aspect of the Viper", check "when not present".
Mouseover the new Aura icon in the main editor to get the Aura ID (the # in [#] that the tooltip starts with)
and shift-click it to turn the display "OFF".
- Activation: Buff, Buffname: "Aspect of the Hawk", other options exactly as above.
Assume for the sake of this example that AotV child has Aura ID of 12 and AotH child 13.
(you'd note the actual numbers in your own setup).
2. Make you low mana master aura:
- Activation: Mana, Set the slider to 20%.
Go into the multiple auras editbox and enter your "AotV not active" child aura id: '12' (without the quotes)
Select your display options and close it.
3. Make your high mana master aura:
- Activation: Mana, Set the slider to 40% and check the "inverse" checkbox next to it so make it a high threshold warning.
Go into the multiple aura editbox and enter the "AotH not active" aura id: '13'.
Select your display options and close it.

The end result is that your "low mana" aura will only display
when your mana drops below 20% AND you're not in Aspect of the Viper.
Your "high mana" aura will only display when your mana goes above 40%
AND you're not in Aspect of the Hawk.

Spell Alert activation trigger:
- Only spells with a cast time or channeled spells are supported.
- No emote or generic combatlog scraping for spells.
Player Target and Focus are supported.
If neither "enemy target" or "focus" is checked the addon will check both.
If you're in a party or raid it will check raid/party targets for casting info if neither target or focus option is selected.
(that last part means you will get NO alerts for mobs that no-one in your party/raid has targetted)

Note#1: Power Auras is still not a full blown (will never be) Spell Alerter or Bossmod.
However the added functionality should make it more useful in any situation where
a spell cast gives you time to react (interrupt, move, dispel etc)

Note#2: The feature is fully implemented in Power Auras Classic (WotLK).
It will work in the Power Auras Classic too, but it's done in a "hackish" way.
(due to UNIT_SPELLCAST_* events not firing properly in the current client
- a Blizzard issue that has been corrected on the wow 3.x client)
Don't expect much support to it or added functionality for the time being,
it is provided "as is". (maybe after patch 3.x hits and API settles)

I've been having this annoying problem that I finally decided to post about. On my priest, I want to have an Aura that shows me whenever Fear Ward is off cooldown. It works fine unless I target an enemy; then it displays the Aura even if Fear Ward is still on cooldown. I have it set to "Action Useable," and I tried every combination of options under "Action Useable" to get it to work and it still doesn't, including the global cooldown option (I also reloaded the UI every time I changed the options). I think it has to be one of four problems:

- An aura texture problem
- A bug
- Mod doesn't support what I'm trying to do
- WoW doesn't support what I'm trying to do

I was using a savedvariables file from an older version. I deleted that and the older version of the mod, started from scratch, and still have the same problem. It's not my bar mod either causing the problem because I turned it off and put fear ward into one of the default action button spaces, and it's still doing it.

Originally posted by borbies I do apologize if this has been asked already.

I am a Hunter. In WotLK switching to Aspect of the Viper when low on mana, then switching back to Aspect of the Hawk when high on mana is a core mechanic. What I am trying to do is set up an effect that triggers when I am low and mana AND do not have Aspect of the Viper on. Multiple conditions for activation, not multiple activations. Is this possible or is it a feature that has been considered?

I tried doing this with the latest revisions. Simply entering in "Aspect of the Viper" in the "Buff" activation negates the "Mana" activation completely, even if I have the "Mana" activation is selected.

PowerAuras doesn't do multiple condition checking atm no.
It's on the TODO list, but it's rather involved so no definite timetable for when it'll make it in.

Closest you can get to it atm is to make one low-mana effect and one high-mana effect (by checking the "inverse" checkbox next to the slider).
Set them to show you the AotV icon for the first aura and the AotH icon for the second.
This will work as an indicator of what Aspect you should be in.. but won't check if you are in that or not before showing it.
It will also keep being displayed for as long as you're below your low-warning or above your high-warning.

I am a Hunter. In WotLK switching to Aspect of the Viper when low on mana, then switching back to Aspect of the Hawk when high on mana is a core mechanic. What I am trying to do is set up an effect that triggers when I am low and mana AND do not have Aspect of the Viper on. Multiple conditions for activation, not multiple activations. Is this possible or is it a feature that has been considered?

I tried doing this with the latest revisions. Simply entering in "Aspect of the Viper" in the "Buff" activation negates the "Mana" activation completely, even if I have the "Mana" activation is selected.

Actually, debuffs aren't working correctly either. The application of any new debuff to a mob, or the reapplication of any old debuff, causes all tracked debuffs to redisplay their Begin Animation. Regular melee hits, and special melee hits that don't apply a debuff, do not trigger the animation.